<!DOCTYPE html>
<html lang="en">

	<head>
		<meta charset="UTF-8">
		<title>第一个three.js文件_WebGL三维场景</title>
		<style>
			body {
				margin: 0;
				overflow: hidden;
				/* 隐藏body窗口区域滚动条 */
			}
		</style>
		<!--引入three.js三维引擎-->
		<script src="http://www.yanhuangxueyuan.com/versions/threejsR92/build/three.js"></script>
		<script src='./JS/OrbitControls.js'></script>
		<!-- <script src="./three.js"></script> -->
		<!-- <script src="http://www.yanhuangxueyuan.com/threejs/build/three.js"></script> -->
	</head>

	<body>
		<script>
			// 创建场景对象Scene
			var scene = new THREE.Scene();
			
			
			// 网格模型材质设置为白色
			var geometry = new THREE.BoxGeometry(100, 100, 100); //
			var material = new THREE.MeshLambertMaterial({
			  color: 0xffffff
			});
			var mesh = new THREE.Mesh(geometry, material);
			scene.add(mesh);
			
			//环境光   环境光颜色RGB成分分别和物体材质颜色RGB成分分别相乘
			var ambient = new THREE.AmbientLight(0x440000);
			scene.add(ambient);//环境光对象添加到scene场景中
			//点光源
			var point = new THREE.PointLight(0xff0000);
			//设置点光源位置  光源对象和模型对象的position属性一样是Vector3对象
			//PointLight的基类是Light  Light的基类是Object3D  点光源对象继承Object3D对象的位置属性position
			point.position.set(400, 200, 300);
			scene.add(point);
			
			var spotLight = new THREE.SpotLight(0xffffff);	// 聚光光源
			// var spotLight = new THREE.SpotLight(0x0000ff);	// 聚光光源
			spotLight.position.set(200, 200, 200);		// 设置聚光光源位置
			spotLight.target = mesh;	// 聚光灯光源指向网格模型mesh2
			spotLight.angle = Math.PI / 6 // 设置聚光光源发散角度
			scene.add(spotLight);//光对象添加到scene场景中
			
			var spotLightHelper = new THREE.SpotLightHelper( spotLight );
			scene.add( spotLightHelper );
			
			
			
			
			
			// 辅助三维坐标系AxisHelper
			var axisHelper = new THREE.AxisHelper(250);
			scene.add(axisHelper);

			/**
			 * 光源设置
			 */
			//点光源
			
			var ambient = new THREE.AmbientLight(0x444444);
			scene.add(ambient);	
			
			/**
			 * 相机设置
			 */
			var width = window.innerWidth; //窗口宽度
			var height = window.innerHeight; //窗口高度
			var k = width / height; //窗口宽高比
			var s = 200; //三维场景显示范围控制系数，系数越大，显示的范围越大
			//创建相机对象
			var camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 1000);
			camera.position.set(200, 300, 200); //设置相机位置
			camera.lookAt(scene.position); //设置相机方向(指向的场景对象)
			/**
			 * 创建渲染器对象
			 */
			var renderer = new THREE.WebGLRenderer();
			renderer.setSize(width, height); //设置渲染区域尺寸
			renderer.setClearColor(000000, 1); //设置背景颜色
			document.body.appendChild(renderer.domElement); //body元素中插入canvas对象
			let render = () => {
				renderer.render(scene, camera); //执行渲染操作
			}
			render();

			var controls = new THREE.OrbitControls(camera, renderer.domElement); //创建控件对象
			controls.addEventListener('change', render); //监听鼠标、键盘事件
		</script>
	</body>
</html>
